What is or will there be to do in Ferus? Plenty. A playstyle for all is one of the biggest goals.
Day and Night Cycles.
PVE combat, including large Beasts who roam freely over large areas or are bound by one means or another to a smaller area to give more experienced players quite the challenge.
Intricate dungeons full of traps, unique enemies, and new experiences. We hate it when a game starts to feel repetitive, each dugeon should be different. Right?
Factions: Guilds or Clans of the Game, the backbone to Nation building. These will be given free reign in the land and will be the "powers that be" if they conquer an area. They may recruit anyone the wish, and mix whatever cultures they wish.
Hiring NPC's : Although some duties may be more affective done by a player. Guard duty, farming, and being thrown at the enemy during large scale battle are possible uses for the Hirable NPC's. A couple suggestions we recieved were using them as body guards or prison guards, which are both viable options.
Build a Nation with Territory Control. Take an area, set up your government, build what you want. Run things the way you want. Fight off your rivals and aid your allies.
Material morph based crafting to allow for customization of the cosmetics of crafted items.
Crafting trees that are easy to understand allowing for anyone with the ambition to become a crafter, to become one if they try hard enough. No complex unsolvable density tables that make crafters a rarity.
Open World Full Loot. If you kill someone, you can take everything they've got unless its a protected item.
Medieval Fantasy Combat : weaponry including everything from swords shields maces, to bows crossbows and slings, to user magic (Item based magic, implying you must be holding an item to channel your power, for example a ring. This gives mages risk in combat solving the age old problem of full loot.)
Steampunk Fantasy Combat : Slow loading expensive rifles for those of you who prefer a blunderbuss to a shortsword. This will open the door for hybrid weapons, steampunk technology on Fantasy Weapon Bases. Chainswords and spinning maces. That sort of thing.
Air Combat : Steampunk ushers in an age of flying ships. These will be ridiculously difficult to make for the sake of balancing, but if a group of people or a single entrepenuer obtains one, they are a force to reckoned with, wether for military or enterprise.
Sea Combat: Open world, and open seas. Sail to new lands, or bring two armadas against eachother, become a pirate, hunt a valuable kraken who wants to eat your feet, the choice is yours.
Hunger and Sleep. Sleep is essential to keep up stamina, and if hunger gets too low the player will begin to die slowly. Coming back to life will restore their hunger to only a slight level and their stamina will be near depletion until they are fed. This makes Farmers and hunters much more useful, as they should be in an RPG. No more will be the days where the only viable character is the warrior.
Crime and Punishment : An active town guard of NPC's and optionally players who have been given the title by those in control, can keep Law and Order in any settlement.
Crimes a Mystery : No Visible flag systems, no Sheilds, No Crime Tags. You need to either see the person in the act to know for sure, or take someone elses word or deductive reasoning on the matter. This solves more problems then it causes.
All skills increasable to cap. Alternate characters welcomed, but not essential for success. If you put the time and skill into it, you can advance everything. We're trying to balance complexity/immersion with understandability and altough contract to complexity... Simplicity.
The Skills that Follow are the increasable skills, any divided by a / go into the same level:
Smithing/Smelting **Note** This includes the high skill high material Gunsmithing
Tailoring (Includes light armors, mount equipment, and Jewlerry) **Note** Also needed in construction of Practice dummies and Fake-out mannequins
Farming (crops and animals)
Construction (from stick shelters and mud huts, to castles and City walls)
Engineering (Creating seige equipement and special defense assets like boiling oil and spike traps) **Note** Also meant to affect disarming of traps.
Thievery (Ones quickness of hand and likelyhood to steal from an NPC or player without giving the player a notice they'd been stolen from, or the NPC yelling for help.
Survival (Affectiveness in creating fires, and pickable gathering quantity)
Elemental Channeling (A mage skill for element based magic)
Alteration Channeling (A mage skill for reality bending based magic)
Illusion Channeling (A mage skill for deceptive magic)
Life Channeling (A mage skill for healing and ressurection)
Taming (Different from farming, in that it is the domestication of the animals, not just their upkeep)